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Leapfrog

Leapfrog Rulebook

Table of Contents

Table of Contents

  • Contents
  • Overview
  • First Race: Speed
    • a) Preparation
    • b) Movement
    • Example
    • c) End of the turn
  • Score
  • Second Race: Slowness
  • Third Race: Courage
  • Final Score

Contents

  • 6 frogs (red, yellow, green, blue, orange and purple)
  • 1 large green lily pad
  • 36 numbered tokens, numbered 1 to 6 (6 of each colour)
  • 6 markers (flat glass beads)
  • 1 plate
  • The rules

Overview

The aim of the game is to score the most points. Points are scored over three races. Each race is played in 6 turns. Each of the races is slightly different: the first race rewards speed, the second rewards treachery and the third rewards courage. Points are scored in two ways: from the places obtained at the end of the races, and from the markers collected at the end of the tournament.

As mentioned above, each race is played in 6 turns. On each turn, each player chooses one of their numbered tokens and places it to the right of their frog (on later turns it is placed next to the previously played token). Frogs that belong to nobody play a token at random and also place it to their right. All the chosen tokens are revealed simultaneously. According to the values of the tokens, the frogs may then jump over one another.

First Race: Speed

a) Preparation

Each player chooses a colour and takes the six tokens of that colour. The tokens of the frogs that belong to nobody are shuffled face down, then placed in a pile, still face down, next to the race course. To determine the starting positions of the frogs, take a player's six tokens and place them randomly next to the six frogs. The number that appears indicates that frog's starting position for the first race. Place the frogs in a column with number 1 at the head, number 2 next, and so on to number 6, who is therefore placed last. The tokens used to determine the order of the race go back into the hand of the player they belong to.

The first race is the speed race. Place the large lily pad on the table at the top of the column of frogs. The lily pad shows the direction of the race. The frog directly following the lily pad is in the lead, and so on to the frog in 6th position. To the left of the frogs in 4th, 5th and 6th position, place a glass marker.

As mentioned above, thoroughly shuffle all the tokens of each colour that belongs to nobody. Then place the six tokens of each colour in a face-down pile near the playing area.

You are now ready to play. The position should look like photo no. 1.

Each player then chooses a numbered token and places it face down to the right of their frog (on later turns the token will be placed next to the last token played). The first token of the pile of each uncontrolled frog is also placed face down to the right of that frog.

b) Movement

All the tokens are now turned over simultaneously. According to the numbers, the tokens will change position. Once all the tokens have been resolved, the frogs are moved to be opposite their tokens.

Movements are resolved starting from the head of the column and going down. The first frog cannot gain a place. So, in practice, it is the number of the second token that is examined first.

The numbers have 2 functions: first, they indicate the strength of the jump and, second, they determine the maximum number of places the frog can gain or lose. If the token has a higher number (not merely an equal one) than the token above it, then that token jumps over the previous one (for a frog that has already moved its maximum, see below). This continues until the token has advanced its maximum, a number of places equal to its value.

For example, a frog in 6th position that played token 2 while the frogs placed from 1st to 5th position played 1 can nevertheless only advance two places and move up to 4th position.

Important: a token CANNOT jump over the token directly above it if that token has already dropped down its maximum. For example, a frog that played token 1 and has already been passed cannot be passed again, since it has already dropped by 1. To mark this, each time a token has dropped its maximum, that token is turned face down to show that it can no longer be passed.

Example

In photo no. 2, the tokens have been placed for the 1st turn. They are then turned over and show the following numbers: red 1, yellow 2, purple 2, orange 3, blue 6 and green 5. The movement is now resolved. From the top going down, the tokens are resolved as follows:

  • Yellow jumps over red (2 against 1). The red token, having dropped its maximum, is turned over.
  • Although purple (2) has a number greater than red (1), it cannot pass it because red has already dropped its maximum.
  • The orange token is more important than purple (3 against 2) and so jumps over purple. However, it cannot pass red either.
  • Blue played 6. It jumps over the purple and orange tokens before being blocked in turn by red. Purple having dropped two places, which is its maximum, the purple token is therefore turned over to signal this fact.
  • Although green played 5, it is immediately blocked by purple, whose token is turned over.

Photo no. 3 shows the arrangement of the tokens after the movements have been resolved. The frogs are then rearranged to reflect the new order of the tokens. Photo no. 4 shows the situation after the frogs have been moved to reflect their new position in the race.

c) End of the turn

When the turn is over, all the tokens are turned face up. The tokens remain visible until the end of the race.

The second turn begins. Each player chooses their next token and places it to the right of the token of the previous turn (see photo no. 5). Again, the top token of the pile is played for the uncontrolled frogs. The tokens are then revealed and the positions are modified again according to the numbers played. The frogs are then moved as on the previous turn to reflect the new positions of the tokens (see photo no. 6).

Turns 3 to 6 are also played in the same way, until every player (and even non-player!) has played each of their 6 tokens. Since the numbers remain visible, players can know which tokens each of their opponents has left. At the end of a race, there will be a 6x6 grid of tokens to the right of the frogs, each column of tokens representing one turn of the race.

Score

At the end of each race, the points earned are scored. You need paper and a pen. The 1st frog, that is, the one closest to the lily pad, scores 6 points, the 2nd scores 5 points, and so on to the 6th, which scores 1 point. Frogs not controlled by a player also score their points (a score sheet is available on the website). At the end of the three races, points are awarded to the players who hold glass markers. If your frog finishes the race opposite a glass marker, you win that marker. Write it on the sheet to remember it. This can serve as proof if the markers get mixed up.

In the first race, the markers are placed opposite the 4th, 5th and 6th places. In the second race, the markers are placed opposite the 5th and 6th places. In the final race, a single marker is placed opposite the 6th place. The markers are scored after the last race (see the "Final Score" section for details).

Second Race: Slowness

Important: the large lily pad is now placed at the tail of the race, behind the 6th frog. The frogs still face toward the top of the column, now turning their backs to the lily pad.

The frogs stay in the order they were in at the end of the first race. Each player takes all their tokens back into hand. The tokens of the uncontrolled frogs are shuffled and placed again in a face-down pile next to the race course.

Place the markers opposite the frogs that finished 1st and 2nd in the previous race, who are now in 6th and 5th position in the slowness race. See photo no. 7.

Movement is resolved in exactly the same way as in the first race. The goal is still to finish as close as possible to the lily pad. This time the frogs try to move slowly and go down the column. Each player will again play one of their tokens to the right of their frog (but perhaps a 1 is better than a 6 if you want to be passed and go down the column toward the large lily pad). Frogs not controlled by a player also act as in the first race.

IMPORTANT - note that the numbered tokens continue to be resolved starting from the top of the column of frogs. For example, in photo no. 7, although the red frog is in 6th position, its token must still be resolved first, then the yellow, the purple, and so on.

At the end of the 6th turn, points are scored as in the first race, namely 6 points for the frog closest to the lily pad, 5 points for the second, ... 1 point for the sixth. This time, the frogs in 5th and 6th position receive a glass marker.

Third Race: Courage

Leave the frogs in the order in which they finished the second race. Each player takes their tokens back into hand. Shuffle again and pile up the tokens of the uncontrolled frogs. Put the giant lily pad back in its initial place, at the head of the race, that is, immediately in front of the frog that has just finished 6th. The frogs all face the large lily pad. Place a last marker opposite the frog now in 6th position (the one that has just won the second race).

Place the plate under the frog in second position! (See photo no. 8.)

The race is identical to the first race. However, this time the frogs must show bravery to avoid being served by force at the neighbouring gourmet restaurant. If your frog finishes the race on the plate (that is, in second position) at the end of the sixth turn, it is eaten and can therefore no longer win the game.

Only a safe and sound frog can win the game. (Variant: sensitive souls or vegetarians can play without the plate. No frog was harmed during the testing of the game.)

Final Score

At the end of the third race, each living frog adds up its scores from the three races. Then add the marker bonuses as follows: 1 marker = 0 points, 2 markers = 5 points, 3 markers = 10 points. The frog with the most points wins the game. It may be a non-player's frog! In case of a tie, the frog with the most markers wins. If there is still a tie (you are doing it on purpose!), the frog that finished in the best place in the last race wins.